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Plugin/Source/SenseGloveKismet/Private/SGKismet/SGTouchComponentKismetLibrary.cpp
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/**
* @file
*
* @author Mamadou Babaei <mamadou@senseglove.com>
*
* @section LICENSE
*
* (The MIT License)
*
* Copyright (c) 2020 - 2023 SenseGlove
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*
* @section DESCRIPTION
*
* A data class containing the minimum required data for a hand's forward
* kinematics.
* Used in both kinematics and calibration.
*/
#include "SGKismet/SGTouchComponentKismetLibrary.h"
#include "SenseGlove/Components/SGTouchComponent.h"
USGTouchComponent* UTouchComponentKismetLibrary::GetTouchComponent(const AActor* Actor)
{
return USGTouchComponent::GetTouchComponent(Actor);
}
bool UTouchComponentKismetLibrary::IsTouchable(const AActor* Actor)
{
return USGTouchComponent::IsTouchable(Actor);
}
int32 UTouchComponentKismetLibrary::GetBuzzLevel(const USGTouchComponent* TouchComponent)
{
return TouchComponent->GetBuzzLevel();
}
void UTouchComponentKismetLibrary::SetBuzzLevel(USGTouchComponent* TouchComponent, const int32 Level)
{
TouchComponent->SetBuzzLevel(Level);
}
float UTouchComponentKismetLibrary::GetBuzzDuration(const USGTouchComponent* TouchComponent)
{
return TouchComponent->GetBuzzDuration();
}
void UTouchComponentKismetLibrary::SetBuzzDuration(USGTouchComponent* TouchComponent, const float Duration)
{
TouchComponent->SetBuzzDuration(Duration);
}
int32 UTouchComponentKismetLibrary::GetForceFeedbackLevel(const USGTouchComponent* TouchComponent)
{
return TouchComponent->GetForceFeedbackLevel();
}
void UTouchComponentKismetLibrary::SetForceFeedbackLevel(USGTouchComponent* TouchComponent, const int32 Level)
{
TouchComponent->SetForceFeedbackLevel(Level);
}